View Full Version : Question about using proxy models for animation
lildragon 09-03-2002, 03:07 PM Ok, I've been thinking lately of adding proxy models of my characters as part as my future workflow, problem is I never made one, and I'm not quite sure how you would transfer animation data from the proxy mesh to the final one... I mean you must lose something in the transition, beit envelope probs or even worst joint deformation headaches...
So I guess my question is, how effectively can one make a proxy model for animation?
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BrandonD
09-03-2002, 04:23 PM
Take a look at XRef Objects in the help file. They have a Proxy Object option that allows you to very easily swap models at render time.
You could (using Max 5) create a rig for your character, then create your proxy mesh - animate using it and the same rig, and simply save all of the animation for those bones (is it .anm?), and apply it to your highres model (with the same rig).
That's pretty fudged (especially since I haven't tried it!), there are other things such as scaling/shaping the bones so they look more like your character (so it's easier to tell what's what) and/or if it's made from Subs - having meshsmooth turned off in the viewports.
Hope this helps,
:D
lildragon
09-03-2002, 08:59 PM
thx guys, Brandon I honestly didn't think of XRef Objects as I haven't delve into them yet, but I may just do that...
AJ_23: Yeh the bone shapes are what I usually do, seems to work well, but without a skin for representation, it's sorta well limiting in a sense :hmm: this is why I'm lookingfor a new approach...
I was looking through my Blue Sky book and the proxy models they use for Ice age are quite good, I mean the representation is quite clear with those cylinders :) I guess that's what I'm getting at, "making an effective proxy model" where I can sub the highres model at rendering time, as Brandon mentioned...
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